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Post by Lord Surge on Aug 10, 2006 2:40:16 GMT -4
NWN 2 will be doing away with tilesets, so... I dunno if that will be an option.
Maybe, though. . ?
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Post by Soon to be really old on Aug 10, 2006 3:27:41 GMT -4
My thoughts.
Everything and it's brother on this mod has imunity to Crits and sneaks, which Nerfs rogues a hell of a lot more than it would, say a fighter.
And when I first started playing I found alot of the monsters on the way to the boss easy, then when you run into the boss the Difficulty jumps from easy to impossible and you get folded.
One thing you Shouldn't do. Is put player levels limits on items. That'll stop people helping newer players, and has also driven me off some otherwise good mods else where.
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Post by sixofthree on Aug 10, 2006 8:35:13 GMT -4
I like the idea of a "build your own aeon sword"
Using the scripting for the Forges.. just how "uber" can you build them up to? if you can build them to be on par with some of the stuff in the uber shops, then id say go for it... it has that personal touch ya know?
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Post by Hazmatt on Aug 10, 2006 9:41:01 GMT -4
Everything and it's brother on this mod has imunity to Crits and sneaks, which Nerfs rogues a hell of a lot more than it would, say a fighter. I had to make most bosses immune to crits because players with dev crit were killing them in one hit. I wish I knew a way to make them immune to dev crit without making them immune to crits in general, but I don't. Well, I take that back.... Dev crit does involve fort saves, I suppose I could work with that (though they'd also be immune to all poisons and a lot of spells). There's also a way to remove the feat altogether, but I would never do that. And when I first started playing I found alot of the monsters on the way to the boss easy, then when you run into the boss the Difficulty jumps from easy to impossible and you get folded. That's partially because of my system of scaling encounters. Normal encounters scale in difficulty, while bosses are fixed. The true "difficulty level" of a given area is based on the boss. I could make fixed encounter levels, but I hate that. Everything is so fixed; nothing is unexpected. I could also make scaling bosses, something I've considered before. One thing you Shouldn't do. Is put player levels limits on items. That'll stop people helping newer players, and has also driven me off some otherwise good mods else where. With Itropa's subrace system as it currently is, I can't put limits on player items anyway. You wouldn't be able to wear the subrace skin. I wish there was a way to put limits on some items but not others. I would love it if I could put limits on a couple of the uber items, leaving the rest of the mod unaffected. well, actually I can do that with a certain OnEquip script, but I'm wishing for something simpler. Like in the item properties, where you select "Use Limitation: (class/gender/race/etc)", they should have put "level". But no, if you have "Item Level Restrictions" turned on, the game automatically determines what levels are allowed for all items in the game. With it turned on, uber items aren't equippable by anyone. I used to play on a mod which used a subrace system like mine, and it used an OnEquip script for item level restrictions... problem was, they didn't put anything in the item descriptions about a level restriction. So you would spend all week saving up for a sword, sell your current sword for that last little bit of money, buy the sword, then find you couldn't use it for two more levels. I like the idea of a "build your own aeon sword" Using the scripting for the Forges.. just how "uber" can you build them up to? if you can build them to be on par with some of the stuff in the uber shops, then id say go for it... it has that personal touch ya know? I'm kind of hoping that Itropa 2 won't even have items considered "uber"...
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Post by Soon to be really old on Aug 10, 2006 10:31:27 GMT -4
You talk of scalable baddies. but i've seen this happen to me several times.
You dash through hordes of beastmen, mutated tribesmen, Hells fury pirates, mutated lizards or Inner eye types, all of which are dishing out about 5 to 17 EXP a peice, as thye're the highest CR you can get, and you're a lofty lvl12. Then you run into the boss and you die. Sometimes you might even scratch them.
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Post by Hazmatt on Aug 10, 2006 10:38:55 GMT -4
Interesting... you may have a point there... I'll have to pay more attention to that in NWN 2.
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Post by rfachini on Aug 10, 2006 12:52:32 GMT -4
There might even be a feature along the lines of "Do you wish to upgrade your current mod to NWN 2? Click yes to proceed." No hun, it won't be that simple. Scripts will carry over, but not tilesets. (There is no sewer tileset, for example, but you can place water in cave sets.) All NWN monsters won't be in NWN2, same with some skills, etc etc. It's DnD 3.5, not 3.0 as well. Walkmeshes will be more complex. So basically, you can import the scripts, but that will be all.
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Post by Hazmatt on Aug 10, 2006 13:00:18 GMT -4
...not to mention that so much of Itropa's content comes from the CEP, which probably wouldn't have an NWN 2 equivilent anyway.
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Post by Steph on Aug 10, 2006 13:16:51 GMT -4
Drat. I was hoping to save you a lot of time....
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Post by Hazmatt on Aug 10, 2006 13:27:56 GMT -4
Arguably it's easier to start from scratch anyway, than to convert something and then fix everything that broke during the conversion.
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Post by aszhra on Aug 10, 2006 21:49:05 GMT -4
Just hope that nwn2 does not become another doom.
There has been a lot of creativity in the first generation, but to eliminate tilesets, seems kind of placing a limit on future possibilities. Wonder what else they will do to NWN2 that will limit player creativity?
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Post by Hazmatt on Aug 10, 2006 21:56:10 GMT -4
I don't think eliminating tilesets is going to limit creativity... You'll still be master of your terrain, it just won't be made of those forced squares with preset table/chair configurations, with all houses facing due NSWE. I imagine it will be more like Morrowind's toolset... which was annoying to work with, but ultimately gave the builder a LOT more control over the environment.
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Post by seaneleth on Aug 10, 2006 22:20:13 GMT -4
Is Dev Crit considered an auto-kill effect? If it is, couldn't you make the bosses immune to auto-kills?
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Post by Lord Surge on Aug 10, 2006 22:26:11 GMT -4
Dev crit allows a fort save or die.
Still, ones happen.
And you shoudln't do 10,000 damage in one hit.
No, there's no way to make bosses immune to autokills without making 'em crit immune.
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Post by Krimson Blood on Aug 10, 2006 23:41:08 GMT -4
Many servers ban dev crit, as well as timestop and greater sanctuary. I think if it is a bone of contention, then a server would be better off without it than with it.
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